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Topics - HitmanVere

Decided to record some Killing Floor 2, since I cant stream it due to bad Internet :P

8 years ago
In World at War up to Black Ops 2, rounds show chalks up to round 10. They changed this in Black Ops 3 to show chalks up to round 5. Not hard modification to do, so I decided to release this.

All modifications are done in _zombiemode.gsc in functions chalk_one_up() and round_start()



First, search for this:

Code Snippet
Plaintext
		level.chalk_hud1 = create_chalk_hud();
level.chalk_hud2 = create_chalk_hud( 64 );
   
Comment out level.chalk_hud2 = create_chalk_hud( 64 );, so it looks like this:

Code Snippet
Plaintext
		level.chalk_hud1 = create_chalk_hud();
// level.chalk_hud2 = create_chalk_hud( 64 );


   
Then search for this: hud = undefined;
Under it should be if and else-statements like this:

Code Snippet
Plaintext
	hud = undefined;
if( level.round_number < 6 || level.round_number > 10 )
{
hud = level.chalk_hud1;
hud.fontscale = 32;
}
else if( level.round_number < 11 )
{
hud = level.chalk_hud2;
}

Replace if and else-statements under it, so it looks like this:

Code Snippet
Plaintext
	hud = undefined;
if( level.round_number < 6 || level.round_number > 5 )
{
hud = level.chalk_hud1;
hud.fontscale = 32;
}
else if( level.round_number < 11 )
{
hud = level.chalk_hud2;
}
   


Then go more down and you should see this:

Code Snippet
Plaintext
	if( level.round_number > 10 )
{
hud SetValue( level.round_number );
}
   
Change it to:

Code Snippet
Plaintext
	if( level.round_number > 5 )
{
hud SetValue( level.round_number );
}


   
Then again, more down until you see this:

Code Snippet
Plaintext
	if( level.round_number > 10 )
{
}
else if( level.round_number > 5 )
{
hud SetShader( "hud_chalk_" + ( level.round_number - 5 ), 64, 64 );
}
else if( level.round_number > 1 )
{
hud SetShader( "hud_chalk_" + level.round_number, 64, 64 );
}
   
Change it to:

Code Snippet
Plaintext
	if( level.round_number > 5 )
{
}
else if( level.round_number > 1 )
{
hud SetShader( "hud_chalk_" + level.round_number, 64, 64 );
}



To fix round number going too much to left, change this:

Code Snippet
Plaintext
//		hud.x = 0;

To this:

Code Snippet
Plaintext
hud.x = 10;

Remember to remove // on that, so it gets uncommented, otherwise it wont work.



After this, compile mod with modified _zombiemode.gsc included and it should work.

Comment, if you get any issues with this script. I have used this script in Project Contamination: Awakening and nobody has reported any bugs with it, so it should work.

Might update this tutorial at one point to have chalks changing immediately like in Black Ops 3, but for now, this should be enough, lol
8 years ago
I tried to compile new map and it compiled fine with a lot of missing models/textures (which I intend to fix) But for some reason when the game is done loading, I press to start and it crashes, saying Unhandled exception caught. Other mapfile loads fine on same mod, so it has to be in mapfile. Tried with and without T4M, no luck
8 years ago

Mapper: sethnorris



Setting: Abandoned boarding school, that is now filled with undead, that are roaming around, eating all that is living and walking. You are given guns, perks and traps to aid you, but can you survive Dr Schuster's experiments?



Pros: The map looks stunning, from all the small decals in ground to architecture wonders, this map doesn't leave any corner undetailed. Lighting has been done perfectly and really gives that vibe of being in abandoned building.

Weapons are on point with normals/speculars/cosines, they really fit the map and are on same level with detail of map.

Unique boss. We have not seen any perk stealing bosses yet in custom zombies (in proper maps atleast) and having the boss look like Hitler? Map maker must have been insane to bring this guy alive and stealing your peace of mind. The boss looks epic and I am glad it was brought into experience.

Ambience music. Mapper didn't stop with making the map look good, he also made it sound good. Custom round sounds, looping ambience music and FXs having sound is where its at.

Buildables. Gives reason to search around more thoroughly rather than seeing wallgun in wall, buying it and moving to next room.



Cons: Even though some stock guns fit the map, they could have been replaced with some custom counterparts. For example, Type 100 could have just been left out, since there is Sten in the map already.

Stock + Black Ops 1 perks. Nowadays seeing map with these perks only gives me less excitement. I love to see BO2 perks or custom perks in custom maps, as long as they are not broken to hell.

Grabbing zombies, the nuisance of World at War, is present in this map. Almost nobody likes it, but it brings challenge (unneeded challenge though)



Conclusion: Must play for people that are thirsty of some old-school zombie killing and ambience. Easily could have been new DLC map for World at War or better, for Black Ops 1 (due to lighting being so much better than stock WaW maps)



Level of Detail: 10/10
Custom Content: 9/10
Fun Scale: 9/10
Replayability: 8/10

Overall Score: 36/40

Download link: http://ugx-mods.com/forum/index.php/topic,9998.0.html
8 years ago

Battle the undead while you try to escape old facility in wastelands. Experimenting was done here and players need to survive the horrors of what these experiments were. Welcome to Project Contamination: Awakening

This is a remake of both Shipment and Vacant, fused into one map, with a lot of new areas to explore

Features:
-Custom weaponry (No stock weapons)
   -This includes guns from MW2 up to BO3, with few being updated or from another game series, such as Battlefield 4 and Survarium
   -Buildable Sliquifier, Galvaknuckles, Gersch Device, updated wonderweapon from Black Ops, C4 and more
   -Over 40 weapons with all of them upgradable
-Multiple Enemy Variants:
   -Normal Zombies from Nuketown
   -Nova Crawlers from Kino Der Toten
   -3 custom bosses
-11 perks, 2 being completely custom ones
-Complete overhaul to mod, including FOV-slider, Shadows of Evil shaders, custom powerups, custom muzzleflashes/shellejects and more
-Medium/Long Main Easter Egg with smaller Easter Eggs scattered around
-5 Game Modes: Classic, Gun Game, Shipment, Kill Confirmed and Juggernaut
-And much more for you to discover...

Screenshots:




Download links:

Note: Map does not need T4M to run. I have removed most of the console spam though, so T4M-users can play without big FPS-issues, except maybe in few instances.
You can get graphical issues in the map and multiple errors while starting. For graphical issues, turn texture-settings down and then restarting. With multiple errors, you need to start the map as many times as it needs. This is something in WaW, which I can't fix.
Also, report issues that happen more than once, since there are always one-time issues.

Mega:

Mediafire:

Beta Testers:
Click To View People, Who Tested This Map
    -TheScotchGuy
    -lukkie1998
    -IHammy/
    -Ray1235
    -Andy Whelan
    -And everyone else, who got version of the map at some point

Credits:
Click To View People, Who Helped Me
    -Ege115
    -lukkie1998
    -Ray1235
    -Rollonmath42
    -ElTitoPricus
    -BluntStuffy
    -DuaLVII
    -ConvictioNDR
    -Javipotter
    -asus89
    -codmoddd1234
    -shippuden1592
    -Johndoe
    -OffTheWall
    -Needsmorewub
    -Redspace200
    -RDV
    -Slade
    -JBird632
    -treminaor
    -DidUknowiPwn
    -Harry Bo21
    -elfenliedtopfan5
    -bhmbob
    -SirJammy
    -smasher248
    -xJimmy33
    -RadimaX
    -MAK911
    -Uk_ViiPeR
    -chromastone10
    -CHN
    -PROxFTW
    -MakeCents
    -Scobalula
    -lilrifa
    -thezombiekilla6

    And Of Course:
    -Treyarch
    -Infinity Ward
    -Sledgehammer Games
    -UGX-Mods Forum
    -CallOfDutyZombies Forum
    -Tom-BMX

Code Snippet
Plaintext
Version 1.1 Log:
-New Game Mode has been added: Juggernaut
-New Easter Egg added for Classic Game Mode
-Added Black Ops 3 Death Machine, Ghosts Ameli and Ghosts CBJ-MS
-New buildable has been added
-Optional perk limit has been added
-New options added for Kill Confirmed
-Pack-a-Punch camo has been changed to be one from The Giant
-Fixed the grenade pickup animation
-Removed few doors, that were not needed
-Aligned few models and patches
-Fixed few bugs with Game Modes
-New round start sounds have been added
-Updated some textures in the map, like powerup shaders and round chalks
-Some weapon fixes have been done

Version 1.1 Credits:
Click To View People, Who Helped Me On 1.1
    -DrLilRobot
    -Jrizzo
    -GeekComm
    -Ricko0z
8 years ago
1st. I started to notice this some time ago, but for some reason the gibbing model doesnt show, when head is shot off sometimes, doesnt happen always. Few weeks back it was working fine, but now it doesnt show gib model and gives this error:


2nd. Tried to add it, so when you have 20% of clip left, ammo counter turns red like some people have added it. Then I went in-game and its always red. This is what I do, when counter gets updated in .gsc:
Code Snippet
Plaintext
		if(self.clipCount <= 5)
self SetClientDvar("sis", "1");
else
self SetClientDvar("sis", "0");
And this in HUD:[/s]


3rd. I followed this: http://ugx-mods.com/forum/index.php/topic,7397.msg79692.html#msg79692
Normal weapon firing sounds work, but then when applying PaP sound using JBirds tut, the overlapping part doesnt work. Here is example soundalias:
Code Snippet
Plaintext
name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,doppler,isbig

asm1_fire,,weapons/asm1/weap_asm1_fire.wav,,0.8,1,250,2000,100,priority,2,oldest,rfl_3rd,,,,2000,,,0.98,1.02,,3d,,,,0.7,,,,,,,,,,,,,,,,,,,50,90,0.35,1,,

asm1_fire_npc,,weapons/asm1/weap_asm1_fire.wav,,0.7,0.75,,,100,priority,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,all_sp,,,,,,,,0.5,,,,,,,,,,80,95,0.55,1,,


asm1_fire_pap,,SFX/Weapon/uber/uber_shot_st.wav,,0.8,1,250,2000,100,priority,2,oldest,rfl_3rd,,,,2000,,,0.98,1.02,,3d,,,,0.7,,,,asm1_fire,,,,,,,,,,,,,,,50,90,0.35,1,,

asm1_fire_npc_pap,,SFX/Weapon/uber/uber_shot_st.wav,,0.7,0.75,,,100,priority,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,all_sp,,,asm1_fire_npc,,,,,0.5,,,,,,,,,,80,95,0.55,1,,

These are the only issues in the map atm. When these are fixed, I will start packaging the map, lol
8 years ago
1st. Ive had this issue for ages and want it fixed. When you sprint with Ray Gun Mark 2 and press ADS-button, it doesnt do the anim and it goes straight into ADS. Same with going out of sprint. Is this weaponfile setting or anims?

2nd. How do I disable ammo counter with a weaponfile? It works for C4 with some setting, but doesnt with minigun. And yes, I tried suppressAmmoReserveDisplay, didnt work

3rd. There is objective, that allows you to activate PaP in a way. I did this on the code:
Code Snippet
Plaintext
pap_trig disable_trigger();
last_panel waittill("trigger", player);
pap_trig enable_trigger();

It works and all, but for some reason some sounds just break with PaP, like timer, when gun is done and swoosh sound, when gun is put in. No idea why that happens
8 years ago
I decided to make this topic, so I dont need to always explain to everyone why Project C isnt released and to ask for tips.
Basically, after round 20, map does infinite loop, whether Im killing zombies with Sliquifier or running zombies around. When infinite loop happens, it starts printing out this:
Code Snippet
Plaintext
count: 1, var usage: 1, endon usage: 0
@ 607646
count: 1, var usage: 1, endon usage: 0
@ 607902
count: 1, var usage: 2, endon usage: 0
@ 607999
count: 1, var usage: 1, endon usage: 0
@ 608082
count: 1, var usage: 2, endon usage: 0
@ 608325
count: 1, var usage: 5, endon usage: 0
@ 608416
count: 1, var usage: 6, endon usage: 0
@ 608869
count: 2, var usage: 10, endon usage: 0
@ 609181
count: 1, var usage: 2, endon usage: 0
@ 610878
count: 1, var usage: 2, endon usage: 0
@ 611005
count: 1, var usage: 2, endon usage: 0
@ 611128
count: 1, var usage: 11, endon usage: 0
@ 611305
count: 1, var usage: 11, endon usage: 2
@ 614457
called from:
@ 613439
called from:
@ 613277
********************************
var usage: 37635, endon usage: 2066

ent type 'entity'... count: 391, var usage: 9107
ent type 'hudelem'... count: 23, var usage: 91
ent type 'pathnode'... count: 18, var usage: 36
ent type 'vehiclenode'... count: 0, var usage: 0
********************************
It prints it a lot, and there are few freezes before it finally crashes, whether its WaW not responding or showing this error:

I also noticed that with T4M, it crashes at early rounds of 20 and without it crashes at about 27.

Now question is, why does it print all that, just before map crashes and not all the way before? And if it prints something like this, does it mean, that it lets infinite loop run a bit before deleting it?
Code Snippet
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count: 7996, var usage: 31988, endon usage: 3
8 years ago
Having problem atm with adding one Moon door in map. I got it mostly working, but atm if you go near it, it opens and closes constantly and when there is no zombies alive, it stays closed. Everything else works
Here is the Radiant setup:


And here is the script:
Code Snippet
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moon_door1()
{
door_clip = getEnt("moon_door_clip","targetname");
door = getEnt("moon_door","targetname");
door1 = getEnt("moon_door1","targetname");
door2 = getEnt("moon_door2","targetname");

door_trig = getEnt("door_trig", "targetname");
door_trig setCursorHint("HINT_NOICON");
door_trig setHintstring("Press & hold &&1 to Open Door [Cost: 1000]");

level.moving_done = false;

while(1)
{
door_trig waittill("trigger", player);
if( is_player_valid(player) && player.score >= 1000 )
{
player thread maps\_zombiemode_score::minus_to_player_score( 1000 );
play_sound_at_pos( "cha_ching", door.origin );
door_trig delete();
door_clip connectPaths();
door_clip delete();
door1 setModel("bo1_p_zom_moon_lab_airlock_door01_left");
door2 setModel("bo1_p_zom_moon_lab_airlock_door01_right");
door1 connectPaths();
door2 connectPaths();
thread opening_logic();
break;
}
else
{
play_sound_at_pos( "no_cha_ching", door_trig.origin );
}
}
}

opening_logic()
{
door = getEnt("moon_door","targetname");
door1 = getEnt("moon_door1","targetname");
door2 = getEnt("moon_door2","targetname");

while(1)
{
players = getPlayers();
for(i=0;i<players.size;i++)
{
zombs = getaispeciesarray("axis","all");
for(k=0;k<zombs.size;k++)
{
if( (distance( players[i].origin, door.origin) >= 200 || distance(zombs[k].origin, door.origin) >= 200) && level.moving_done == true)
{
door1 moveX(50, 1);
door2 moveX(-50, 1);
door2 waittill("movedone");
level.moving_done = false;
}
else if( (distance( players[i].origin, door.origin) <= 200 || distance(zombs[k].origin, door.origin) <= 200) && level.moving_done == false)
{
door1 moveX(-50, 1);
door2 moveX(50, 1);
door2 waittill("movedone");
level.moving_done = true;
}
}
}
wait 0.1;
}
}
8 years ago
Few questions about SetCursorHint-function in WaW. 1st. I tried to add my own material to it by
Code Snippet
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trigger SetCursorHint("hint_material");
But for some reason it isnt working, showing normal hand-icon. I have material in mod.csv and preCached on top of zombiemode main in mapname.gsc.
2nd. Is it possible to be moved under hinstring rather than having it next to hintstring?
8 years ago
I was mapping Cabin and thought that I need some new models to add. So I closed Radiant and opened up Xmodel Utils (cos opening Utils crashes my Radiant) Then I opened Radiant and I got this:

I then followed what Scobalula said and deleted some folder with regedit. I then could open Radiant, which worked fine. Changed some settings and then closed it again and error is back, except this time deleting the same folder doesnt help at all.
Also, before it opened Radiant and then it crashed, now it doesnt even open Radiant tab and just immediately crashes.
This is the folder:
8 years ago
Im trying to fix most of the console spam in Project C. I have almost fixed all, but this is weird:

Code Snippet
Plaintext
Error: Sound alias rpg_impact_boom is 3d but has a multichannel asset

Sound is mono, and this is soundalias: http://paste.md-5.net/mijeyunape.md
Happens also with box music also and that is mono too

Double Post Merge: October 16, 2015, 07:15:30 pm
Fixed, moved sound to different folder and directed soundalias there
9 years ago
So, I just sent link to other moderator in Mega for him to download the thing I needed to send him. He tells me, that he cant view it and I go and see this:


Seems like Mega has new policy about copyrights and are taking down accounts now. I dont know, if someone reported me multiple times, but Im just going to inform you guys to upload your maps to also Mediafire just in case they suspend your accounts too. I tend to upload to both my maps, but smaller stuff I went always with Mega, so there goes a lot of my links :-\

Lets hope this is one time thing and your accounts dont get suspended.
(And yes, I sent email to Mega, waiting for their response)
9 years ago
I was thinking of adding perklimit in Rainy Death and then unlocking perkslots by doing certain thing/things. Cant find topic for it, so I thought I would ask here. Where would I start off?
9 years ago
This map can be downloaded from the UGX Map Manager.


Fight against the undead in small town in east and search for clues on how to survive this rain season filled with walking corpses. Welcome to Rainy Death.

Features:
-Medium-sized Easter Egg
-Custom weapons (No stock weapons)
 *This includes guns from MW2 up to AW, with few from CS:GO
-BO2 Tomahawks (Has mini Easter Egg connected)
-9 perks
-Napalm Zombie
-Buyable Ending

Images:







Beta Testers:
Spoiler: click to open...
-JiffyNoodles
-DodgeMe
-thezombiekilla6
-conn6orsuper117
-MechromancerX
-SoulTaker
-Centric

Credits:
Spoiler: click to open...
-Ege115
-lukkie1998
-Ray1235
-Rollonmath42
-ElTitoPricus
-Johndoe
-OffTheWall
-treminaor
-DuaLVII
-Redspace200
-DidUknowiPwn
-Harry Bo21
-SirJammy
-MAK911
-chromastone10
-elfenliedtopfan5
-CHN
-PROxFTW
-Slade
-MakeCents

Youtube Gameplays, provided by TheRelaxingEnd:

What 1.1 includes:
Code Snippet
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-You can now make crawlers
-Fixed KSGs first raise time being slower than in BO2
-Ray Gun firing sounds are fixed
-AR/LMG upgraded muzzleflashes are little bit smaller now
-Pistol/SMG muzzleflashes are little bit smaller/less bright now
-Napalm Zombies explosion damage is lowered, should be closer to what Shangri-La has (can still deal one-hit kill)
-Napalm Zombie doesnt have eye glow anymore
-Small mapping fixes/detail added
-Increased firing time with upgraded Brownings
-You cant buy wallweapons or pick up boxguns while drinking perks anymore
-You can hit objectives info again as many times as you want now
-Added Battlefield 4 Tanto knifemodels
-Perk buying bug (hopefully) fixed completely (might still happen on high ping)
-Perklimit added and way to open all perkslots
-Fixed players hitting hintstring limit
9 years ago
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